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1: A
2-1: E
2-2: D
3: A
4-1: C
4-2: B
4-3: E
4-4: E
4-5: C
5: D
6: A
7: U
8-1: A
8-2: A
2-1: E
2-2: D
3: A
4-1: C
4-2: B
4-3: E
4-4: E
4-5: C
5: D
6: A
7: U
8-1: A
8-2: A
1: A
2-1: E
2-2: D
3: A
4-1: C
4-2: B
4-3: E
4-4: E
4-5: C
5: D
6: A
7: U
8-1: A
8-2: A
Underestimated Night Shade (or just skimmed over it). Hits pretty hard, relative to other moves.
1) E) No, don't learn Fire Fang. Already knows Ember. Could justify it in case Ember gets PP drained like Work Up did.
2-1) C) Yes, switch to Squawkabilly. Forces them into Dragonbreath. Likely means paralysis. Prefers facing Gible's base 40 Special Attack than its base 70 Attack on someone else.
2-2) D) No, don't heal up.
3) A) Offensively; nothing but attacking moves and prioritizes super-effective attacks if possible.
4-1) C) No, don't use a Blowback Orb now.
4-2) B) No, don't use a See-Trap Orb now. Small room, so nah.
4-3) E) No, don't use a Slumber Orb now.
4-4) E) No, don't use a Slumber Orb now.
4-5) C) No, don't use a Lob Orb now.
5) D) No, don't heal up.
6) A) Pick up all items. Nice item for Squawkabilly there.
7) U) Go to room 12. As good as any other.
8-1) A) Yes, go heal at the Hot Spring.
8-2) A) Yes, visit an Abra to add Pansear to the party. Good for the Ice room (and the Fairy one too).
1-1: A
1-2: A
2: F
3-1: A
3-2: F
4-1: E
4-2: B
4-3: I
4-4: I
4-5: E
5-1: D
5-2: B
6: A
7: V
1-1) A) Yes, evolve Pansear into Simisear. Just realized Pansear does not have Flame Burst because of getting
removed in Generation 8. Never reappeared since then.
1-2) A) Yes, have Squawkabilly hold it. Does not use Acrobatics, so sure.
2) F) Yes, switch to Pansear. This or Alolan Persian. Tanks the Ice Shards a little better this way.
3-1) A) Offensively; nothing but attacking moves and prioritizes super-effective attacks if possible.
3-2) F) Fight all the Snorunt. A good match-up here, and not too dangerous.
4-1) E) No, don't use a Blowback Orb now. Will likely not make a difference here.
4-2) B) No, don't use a See-Trap Orb now. Not the worst time, but eh.
4-3) B) Yes, use a Slumber Orb on the Mightyena and start a fight with it being asleep. Sees Swagger in its
movelist. Might as well get the experience and remove it from the field.
4-4) I) No, don't use a Slumber Orb now.
4-5) E) No, don't use a Lob Orb now.
5-1) B) Yes, eat an Oran Berry. Heals up to 100 HP. Picked up oodles of them. Why not?
5-2) D) No, don't heal up. Should be in fine shape, barring traps.
6) A) Pick up all items. Trigger all the traps. Thought about using Alolan Persian here for this reason.
7) V) Go to room 14. Wants to enter the Strength rooms while able.
1-1) B) Yes, forget Fury Swipes. Not an amazing move, but better than Fury Swipes. Keeps Yawn as an alternative strategy.
1-2) E) No, don't teach Simisear Will-O-Wisp. Prefers Yawn as a better all-around move.
2-1) E) Yes, hold an Oran Berry. Extra safety.
2-2) J) No, don't swap Persian's held item. Wants it for Dark stuff.
2-3) J) No, don't swap Litleo's held item. Considered an Oran Berry. Eh. Theoretically saves damage by fainting something.
2-4) D) Yes, hold the Soft Sand. Acts as the Ground type with Bulldoze. Not a bad idea for an Oran Berry either.
2-5) I) Yes, swap Barboach's Mystic Water to Simipour. Fills the Water type role better than Barboach.
2-6) J) No, don't swap Squawkabilly's held item.
1-1: B
1-2: E
2-1: E
2-2: J
2-3: J
2-4: D
2-5: I
2-6: J
5) B) Don't talk to Smoliv yet and confront the Scovillain Society later. Only 15 reputation off, so why not wait? Likely reaches that with Hawlucha's quest.
P.S.: Regarding 3-5, the question is about a Lob Orb, but the answers mention a Blowback Orb.
1) D) Yes, switch to Barboach. Ignores Electro Ball and Thunder Wave this way.
2) A) Offensively; nothing but attacking moves and prioritizes super-effective attacks if possible.
3-1) C) No, don't use a Blowback Orb now. Should be fine.
3-2) B) No, don't use a See-Trap Orb now. Not amazing in a small, narrow room.
3-3) E) No, don't use a Slumber Orb now. Overkill.
3-4) E) No, don't use a Slumber Orb now.
3-5) C) No, don't use a Blowback Orb now.
4) D) No, don't heal up. Presumably does fine. Swaps to Simipour for the next room, assuming the room directly north.
5) B) Don't talk to Smoliv yet and confront the Scovillain Society later. Only 15 reputation off, so why not wait? Likely reaches that with Hawlucha's quest.
6) A) Pick up all items. Despite taking a lot of damage from traps.
7) W) Go to room 15. As good as any other nearby. Figures Hawlucha's item to be somewhere nearby.
1: A
2: A
3-1: C
3-2: B
3-3: E
3-4: E
3-5: C
4: A
5: A
6: A
7: V
P.S.: Regarding 3-5, the question is about a Lob Orb, but the answers mention a Blowback Orb.
1-1: J
1-2: G
2: E
3: A
4-1: D
4-2: B
4-3: G
4-4: G
4-5: D
5: D
6: A
7: V
8: A
1-1) J) No, don't heal up. Heals up at the end of the room. No need...except in the case of a bad Roar. Probably not, though.
1-2) G) No, don't have anyone hold it now. Zero Psychic moves on the team.
2) E) Yes, switch to Simipour. Water for Houndour and decent against Mienfoo.
3) A) Offensively; nothing but attacking moves and prioritizes super-effective attacks if possible. Standard.
4-1) D) No, don't use a Blowback Orb now. Nothing too dangerous, minus maybe a low health Reversal.
4-2) B) No, don't use a See-Trap Orb now. Saves it for a larger room.
4-3) G) No, don't use a Slumber Orb now. Again, nothing too dangerous.
4-4) G) No, don't use a Slumber Orb now.
4-5) D) No, don't use a Lob Orb now.
5) D) No, don't heal up. Should be fine.
6) A) Pick up all items.
7) W) Go to room 15 from the left Southern entrance. Digging for that Black Belt.
8) A) Yes, go heal at the Hot Spring.